BAD design choices

Post » Wed May 11, 2011 3:33 am

Cheater.


My game isn't without balance, my max health is 50, 2 shots from a 10mm pistol and im pretty much dead...

The enemies don't react to unsilenced Sniper Rifle shot at maximum Actor Fade, so i see no need to increase it further. I save Beyond Visual Range figthing to flight simulators :D


true, it not as if the AI is any good anyway though lol.
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Jack
 
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Post » Tue May 10, 2011 1:12 pm

Sniping Cazadores at max range is a pain in the ass for me.... mainly because they move before the bullets reach them. It isn't that bad because if I alert them they swarm me and I have to try crippling wings before they get in VATS range. I only snipe with an AMR though... sniper rifle was was too easy. The sniper rifle needs to be more like the AMR and increase the time it takes to chamber the next round.
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DAVId MArtInez
 
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Post » Tue May 10, 2011 11:18 am

Sniping Cazadores at max range is a pain in the ass for me.... mainly because they move before the bullets reach them.


I've found that Turbo helps with that some. They do annoyingly buzz around, but if you can lure a single one away from the swarm, it isn't much of a threath.
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Angela
 
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Post » Tue May 10, 2011 1:02 pm

Agree with survival, the higher survival the less ingredients it should take to make something, or at least give us a perk like vigilant recycler does for energy weapons.
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HARDHEAD
 
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Post » Tue May 10, 2011 5:51 pm

Sorry, but while I can understand where you're coming from slightly... barely... it's still simply the way things work. Very few things can take a bullet in the head and survive for more than a few seconds on instinct/reflexes. Some animals (such as the dog the Pitt Bull) actually have a skull hard enough, and with enough of the right angles, to deflect a bullet, some pigs/boars do as well for example. You take out the brain, or a truly major organ like the heart. It just doesn't matter. you, it, whatever is DEAD. If I had the PC version, I might go ahead with the 'headshot-auto-kills'. Even though it could happen to me.

But to say that they're too powerful because they're doing exactly what they should. is just silly.

As for sneak-criticals. It makes sense that they do more damage, because you can line-up the attack far better. A most common one would be a Garrote or just coming up behind someone and slitting their throat. Tends to be a quick/instant kill. Try that with someone who knows your coming. It's not going to happen unless they're just a moron, or unless your skill is THAT much better. Sneak-criticals make sense. And on harder levels, or with less accurate weapons. even a sneak-crit often won't kill something. Esp if they have any worthwhile armor. It's not so much a random occurrence (like regular criticals). It's EVERY time. And should be.


This is an RPG, not real life (or Call of Duty). Just because a shot to the head would kill most things in RL doesn't mean it should in the game.

By the way, I'm sure a freaking bolt of plasma as hot as the sun would kill you just as fast, but in the game it doesn't do crap to someone if they are wearing so much as leather armor.
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Brandon Bernardi
 
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Post » Tue May 10, 2011 4:54 pm

Garrote an instant kill? Lol. Dude, please, it's clear you never tried to suffocate a person to death. :-) Problem with ranged sneak criticals is that their range is unlimited. What should normally be a pot shot taken at enemies with a low chance of hitting and a high chance of alerting them so they can hide - here's a 100% accurate shot. And that doesn't apply just to snipers. I've just shot a ghoul in the head in the old nuclear test site from a magnum standing on the overlook position. Chances in VATS were like 0-1%, I hit anyway. Luck? I could repeat it 200 times and still hit. "True sights" are 100% accurate even over large distances and even with weapons which completely don't deserve it - and it's a poor design choice.

Maybe each weapon should have critical range in addition to critical chance. Maybe sneak criticals should be reduced to situations when you are very close to a person and can actually put a pistol to their head and pull the trigger blowing their brains out. Either way, Sniper shouldn't deliver critical hits with 100% accuracy and nearly (if your character doesn't svck of course) 100% chance to hit critically over a few kilometres of range.

Yea, you have more time to better line up the shot - but you aren't lining up to crit, you are lning up to actually hit the guy instead of missing. Normal weapon on this range shouldn't be able to even hit, sniper shouldn't crit - all advantage over normal weapon being that you even have a possibility of not missing the shot.
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Channing
 
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Post » Wed May 11, 2011 2:20 am

With regards to the Stealth Boys, given the Nightkin kicking around the place and their addiction to Stealth Boys it's safe to presume that the majority of Stealth Boys have already been grabbed and used by the Nightkin.
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Christine Pane
 
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Post » Tue May 10, 2011 8:38 pm

I would like to see backpacks hard-wired into the game. hardcoe "weight" is one thing, but come on, no way you can carry more than one rifle and some boxes of ammo really. So I would like weight limited to one outfit/gun/some ammo and stims, until you can get to a store and buy a backpack/dufflebag. And then buy bigger, and bigger, as you progress in the game.

(i know we can mod it, and I have, but it should be built-in, at least in hardcoe mode. I was carrying 7 rifles, 5 pistols, a rocket launcher, a minigun, 3 shotguns, 5 suits of armor, 8 hats, throwing spears... and was skipping along merrily without so-much as a bulge in my pockets. Whaaaaat?)


Its an RPG. You are supposed to be able to do this.

1. No random encounters.
Look, I don't want to meet level scaled enemies every 30 meters like in FO3 but I would like random encounter zones where it is possible to meet a random group of enemies scaled to that areas overall level.
As it is now I can kill the Gecko's outside of Vault 34 and when I go back they have respawned in the exact same locations.
Why I want this back is because I want to for example meet generic Khans out on scouting parties or maybe Van Graff caravans or Van Graff hit squads.
The game just becomes predictable with absolutely NO random encounters.

2. Energy Weapons freaking svck.

3. Unarmed perks requiring Melee skill and vice versa.

4. Not enough Legion quests.

5. Some factions could really have needed a couple of more quests to them.


This. It seems like they focused alot more on the NCR when it comes to quests and such than the Legion.
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Lovingly
 
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Post » Tue May 10, 2011 3:57 pm

Yep. It was a horrible design choice to tie unarmed and melee together in a way that prevents any ranged character in the game from taking one of them as his secondary skill (Guns + Melee would be an obvious choice for example). Requirement should be changed to require Melee OR Unarmed at certain level instead of Melee AND Unarmed at certain level.
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Leonie Connor
 
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Post » Tue May 10, 2011 8:05 pm

... bugs, glitches, couple missing dialog triggers notwithstanding, along with some that already have been mentioned:

Pet peeve of mine, crippled enemies run as fast as you do. I do this a lot just to annoy myself :) : shoot an enemy in the leg until the crippled animation kicks in; when they flee, I run after them and I can't catch up to them.

The idea that a wasp's stinger, no matter how big the wasp, can penetrate metal armor.

I play just about the entire game in 3rd person, and when you are attacked with anything fire, the on-fire animation completely blocks your view of things, but in 1st person, you can see just fine in front of you.

Story-wise, there are many inconsistencies, but probably the biggest for me, is the fact that the main character has 3 main options with which the main character can align, but when asking the factions for help, there are only 2 options.
Spoiler
You can align with the NCR, the Legion, or decide for a free Vegas, but when asking the Remnants, the Khans, etc. for help, there's only the dialog choice to ask them to align with either the NCR or the Legion).There should be one for "fight with me for a free Vegas"

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Spooky Angel
 
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Post » Tue May 10, 2011 3:51 pm

I guess that just a side effect of actually fighting for a Vegas that free of outside influence. You don't you know bring in guys that will influence you. :)

Anyway from whats been already said. I didn't like how they only took "half steps" as I like to call it on the reimplementation of some of the good ol' Fallout mechanics. The bring back DT but they make it universal and dumb it down.(if your DT isn't beat you always take 20% damage.) They also give DR the boot. SPECIAL is more influential yes but not enough. I also don't like the TES/oblivion gameplay mechanics still hanging on. (25 point benchmarks, 100 caps minigames.)
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renee Duhamel
 
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Post » Wed May 11, 2011 3:44 am

Yep. It was a horrible design choice to tie unarmed and melee together in a way that prevents any ranged character in the game from taking one of them as his secondary skill (Guns + Melee would be an obvious choice for example). Requirement should be changed to require Melee OR Unarmed at certain level instead of Melee AND Unarmed at certain level.


why would you be prevented from taking melee or unarmed as a secondary skill?

in FO3 it was fairly easy to max out most of your skills.

In FNV it is not necessary. There are 57 different skill books providing permanent +4 skill points. You also have lots of skill magazines, chems such as party mentats, apparel like Naughty Nightwear, Benny's suit, etc., to help you pass speech checks or pick very hard locks, for example.

Even though I'm emphasizing melee with my first playthrough, 80 melee is more than enough to wipe out most large groups of enemies using the super slam perk, and I have enough extra points left over to put another 80-90 points into Guns.
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Kelvin
 
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Post » Tue May 10, 2011 9:52 pm

Yea, waste 1/15th of all my perks to get 1/4th of the information necessary to play the game. ;-) I want my builds to aim for perfection, no space for perks like that on them.

but its not neccessary to play the game. It may be neccessary to meta-game to perfection, but thats not really playing the game,
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Richard
 
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Post » Tue May 10, 2011 10:45 pm

1. Sniper rifles are extremely overpowered currently. Not only they are pin-point accurate with true-sight scope even at max range allowing player to snipe enemies that aren't even on ED-E's sensors yet, they also get insanely high 5x critical rate. They should be reduced in power by both decreasing their accuracy below 100% and reducing their crit multiplier from 5x to something more sane like 1.5x. Sneak criticals, they are way overpowered and should be reduced in occurrence to silenced weapons, melee weapons and unarmed techniques.
I would just want the ammo to be rare and expensive; and the finding of spent casings to be a real bit of excitement. Sniper rifles could be (would be) a highly valued rare weapon in that location.

4. Rebalance survival recipes. They require tons and tons of rare ingredients for little gain rendering vast majority of them simply useless. Since we can't realistically make ourselves stimpaks (there are like 5 empty syringes in the entire game), how about at least we could hunt and prepare ourselves food to make up for it Allow for more recycling. When I use a stimpak, I want to be left with an empty syringe. When I drink a battle of water or coke I'd want to keep that battle and be able to refill it at nearest water source. When I do mass purification, how about I didn't lose the pressure cooker which is hard as hell to find (10 or so in the whole game). Why can't we cook on stoves? Why?
I don't mind it as is... but I do mind that the game was designed to let the PC create an ultra-high tech military stimulant / (possibly) nano-tech medical agent ~out of the two ingredients needed for healing powder from FO2. Why the heck was this recipe not used for Healing Powder?

5. Can't purchase stealth boys, can't manufacture them either. Can't purchase weapon parts to assemble them using high skills. Can't purchase ammo parts to assemble them into what we want. Why there aren't HP and AP recipes at the bench? Why are weapon schematics gone? Wouldn't it be better if instead of giving the player a fully functional unique rifle instead you gave him schematics and a list of parts to make one?
Its been like that in every Fallout game. Stealthboys are old military high-tech. In previous games you only found them.
(IMO the PC should not be able to make these. Fallout always had specialization, but with the range of an adventurer ~not a guy that could build a nuclear bomb, and little else non-technical.)

6. Enemies. They should get more perception - and when fired at they shouldn't just blindly run around, they should duck and cover and try to snipe the player. They need their sight range improved - and they need to be smarter at dealing with a sniper so player has to come down and finish them off after the first few shots because they are all hidden behind obstacles and refuse to come out.
I think this could cause problems in the long run.


7. SPECIAL. Charisma and Perception should play a bigger role. How about capping max gun skills with Perception so you need at least 5 to reach 100? How about capping social skills in a similar way to prevent people with CHA at 1 to get to Speech 100? This would encourage more balanced builds and reduce the number of dump stats.
You can have Charisma of 1 and still have Speech of 100 :shrug:
(Folks don't have to like a person to be defeated in a debate, or to be talked into doing something they don't want to do ~whether by threat, logic, or a demonstrated gain/ or loss). Someone like say... a Tax lawyer that nobody likes, but everyone uses ~because he's good at it.

*The reverse is also true... A person can have incredible charisma and be totally inarticulate [think Rocky, or... a foreign supermodel that can only speak broken English].
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chinadoll
 
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Post » Tue May 10, 2011 1:10 pm

a foreign supermodel that can only speak broken English].

That sounds like speech check passed in my book :angel:
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He got the
 
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Post » Tue May 10, 2011 5:38 pm

That sounds like speech check passed in my book :angel:
How about via hand written letter? :laugh:

** The Speech check could fail for not being able to form an understandable sentence (this was possible in FO1 & 2 ~some NPC's could not even talk to you if your speech [Int] was too low).

*Edit
http://www.youtube.com/watch?v=1yA8IMXOsDQ
http://www.youtube.com/watch?v=Sp6F5Bk8mB8
http://www.youtube.com/watch?v=IuBjeLiWhek

(though in these examples... its due to low intelligence)
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Abel Vazquez
 
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Post » Tue May 10, 2011 6:56 pm

Bad design choice for me is how slowly the game is focusing more in to FPS crowd.

I know lately the best seller games are Call of duties, Battlefields, but please don't make this game a FPS, just to lure more players and make huge sales
It was fun in Fallout 3 to be able to play in FP view for some players, but atleast for players like me there was a choice of using VATS, so I was never bothered to play the game like pure FPS.

With New Vegas things are getting worse, they focus more on iron sights and stuff like that and same time nerfing VATS badly. Now I shoot one or two shots in VATS and then I have to play like pure FPS, where stats don't matter, but my personal shooting skills. I see why many players whine that the games are easy. I am a good FPS player and if I choose to play in first person, my stats don't matter any more I kill any mob, no matter what. Just spraying clip after clip and it's dead. Watched a lot of player made videos over internet and most folks play the same, jump on mobs and empty their gun. Then they come and whine that the game is so easy, no challenge etc.

If the game is focused more on tactical game play, like VATS or similar system, RPG stats and skills will matter more. We have enough FPS games with RPG aspects like STALKER series and Borderlands, I think Fallout should stay 80-90% RPG with 10% FPS.
But yeah we all know that kids love gunblazing, so future is not so bright.
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Amy Melissa
 
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Post » Wed May 11, 2011 12:53 am

Bad design choice for me is how slowly the game is focusing more in to FPS crowd.
...
:shrug: :thumbsup:

I've always felt the same.
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Alisha Clarke
 
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Post » Tue May 10, 2011 6:18 pm

How about via hand written letter? :laugh:

** The Speech check could fail for not being able to form an understandable sentence (this was possible in FO1 & 2 ~some NPC's could not even talk to you if your speech [Int] was too low).

*Edit
http://www.youtube.com/watch?v=1yA8IMXOsDQ
http://www.youtube.com/watch?v=Sp6F5Bk8mB8
http://www.youtube.com/watch?v=IuBjeLiWhek

(though in these examples... its due to low intelligence)

"You sell plants as well?"
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willow
 
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Post » Tue May 10, 2011 11:40 pm

1. Sniper rifles are extremely overpowered currently. Not only they are pin-point accurate with true-sight scope even at max range allowing player to snipe enemies that aren't even on ED-E's sensors yet, they also get insanely high 5x critical rate. They should be reduced in power by both decreasing their accuracy below 100% and reducing their crit multiplier from 5x to something more sane like 1.5x. Sneak criticals, they are way overpowered and should be reduced in occurrence to silenced weapons, melee weapons and unarmed techniques. Sniper Rifles are using a .308 round. Sneaking or not...you try taking one to the head and survive. In fact I can't name any firearm that is so forgiving as to allow a person struck in the head to continue to fight. A 5x crit is indeed over the top but 1.5x is a bit low...I think 2.5x is about right. I think that would allow for one shots against almost all humans targets while leaving the armored mutants and abominations with a second shot needed.

2. Fast travel, there should be a way to get to the important locations DIRECTLY. Getting to the suite in Lucky 38 means going through 3-4 different loading screens and running for at least a minute. It's wasting our time guys. All districts in Freeside should be on the map, there should be a way to get inside larger map structures too. For example inside BoS bunker or McCarran terminal. I'm sick and tired of running for a minute through a sand-storm because I have to drop a laser pistol and leave right away. Similarily, fast travel outside of friendly buildings should be allowed so I don't need to walk out before I can move on. I totally agree but there is an actual reason for the limitation. The system actually only allows fast travel on the over-world map and never on the local map. That means that you can't fast travel to the inside of anything. Freeside, Lucky 38, The BoS bunker, McCarran, The Strip, all count as indoor locations even if they are "outdoors".

3. Energy weapons should be the ones that focus on modding in different ways. We should be able to customize projectiles on plasma or laser more than now. Every second gun has an upgrade or two while only handful of energy weapons can be modded - and typically those of very low tiers. It should be the other way round. Give us more scopes here, high-tech guns should use more advanced targeting techniques than cowboy shotguns. Eh...firearms are like cars in this. Real world guns can be modified in almost limitless ways...mechanically. Energy behaves in very predictable paterns and we don't really have a way to alter that. Targeting mods are obviously a good idea for energy weapons as would high limit/discharge capacitors. There may be more but really those would be exceptionaly rare in the Fallout canon as the tech for energy weapons was just beginning to be miniaturized at the outbreak of the Two-Hour War.

4. Rebalance survival recipes. They require tons and tons of rare ingredients for little gain rendering vast majority of them simply useless. Since we can't realistically make ourselves stimpaks (there are like 5 empty syringes in the entire game), how about at least we could hunt and prepare ourselves food to make up for it Allow for more recycling. When I use a stimpak, I want to be left with an empty syringe. When I drink a battle of water or coke I'd want to keep that battle and be able to refill it at nearest water source. When I do mass purification, how about I didn't lose the pressure cooker which is hard as hell to find (10 or so in the whole game). Why can't we cook on stoves? Why? I don't use survival skills but I see what you mean. There are actually a good deal of empty syringes and pressure cookers though. I do think we should be able to keep the empties from stimpaks and bottles and other such containers. I also agree that we should be able to use stoves to use survival recipes. Maybe not all stoves because some of them would have been destroyed by time but at least some of them.

5. Can't purchase stealth boys, can't manufacture them either. Can't purchase weapon parts to assemble them using high skills. Can't purchase ammo parts to assemble them into what we want. Why there aren't HP and AP recipes at the bench? Why are weapon schematics gone? Wouldn't it be better if instead of giving the player a fully functional unique rifle instead you gave him schematics and a list of parts to make one? Stealthboys are lost tech...there is no way a guy/girl wandering around would be able to create one whole cloth. Recharge one sure. Repair a burnt out one? Maybe with a perk or questline to unlock the "knowledge" required to do so. I am completely with you on being disappointed about the lack of AP and HP ammo recipes. The loss of weapon schematics is also a mystery to me. I would buy DLC based around the quest for various schematics and parts, as long as it allowed for play after the "ending" of the main questline.

6. Enemies. They should get more perception - and when fired at they shouldn't just blindly run around, they should duck and cover and try to snipe the player. They need their sight range improved - and they need to be smarter at dealing with a sniper so player has to come down and finish them off after the first few shots because they are all hidden behind obstacles and refuse to come out.

Eh...this isn't a competitive FPS. I wouldn't complain about better AI but there are things that I want more than that.

7. SPECIAL. Charisma and Perception should play a bigger role. How about capping max gun skills with Perception so you need at least 5 to reach 100? How about capping social skills in a similar way to prevent people with CHA at 1 to get to Speech 100? This would encourage more balanced builds and reduce the number of dump stats. Not bad...really. Something like that could indeed be fun and cool. It would take a lot of balancing and playtesting (and who doesn't like that kind of work :mohawk:)... but sounds good.

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Ernesto Salinas
 
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Post » Tue May 10, 2011 11:48 pm

I thought them leaving out craftable weapons was not a great idea, as someone else stated and also the energy weapons were a bit ehh with only two exceptions... And I do miss a bit of random encounters myself but i would much rather have scripted random than truelly random anyway i suppose that would be a lot more work but seeings how they kind have done it for wild wastland its not that much of a leap..


Err and Delra I am not calling you out just so you know the point of A garrote is not to suffocate you its to cut off the blood supply to your brain which tends to put you down a lot faster... And the good kind happen to be made of wire so you can actually slice open the neck and cut the windpipe along with the jugular ehh you get the picture.. but i agree this is not instant kill unless you happen to be rather strong and have the right kind of slicer
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Javier Borjas
 
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Post » Wed May 11, 2011 2:30 am

re: crafting -- There's too much stuff in the game already. I mean, search enough and you'll find tons of stimpaks and you can purchase a ton as well. Not quite as bad as FO3 where you were carrying 200 by the time you were level 12, but still. Same with water and food, assuming you're even playing on hardcoe. You can find and buy tons of food and water. Open every fridge you find in every house and you pockets are overflowing with food. Open every first-aid kit you find and you'll soon have more stims than you'll ever need.

So on top of all that you can also make your own food, purify your own water and make stims and drugs. And you think the game should be changed so you can make even more food, water and stims? It would be great if the amount of stuff you can freely find in the world was greatly reduced because that would make crafting and medicine and survival skills more useful and interesting. But the last thing FNV needs is more empty syringes or the ability to buy or make stealthboys.
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CSar L
 
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Post » Tue May 10, 2011 2:35 pm

I actually made a PC Home in GECK that has a stove that works like a campfire.
However, I guess without gas, stoves don't work. So not being able to use stoves is actually kind of realistic.
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sarah
 
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Post » Tue May 10, 2011 12:32 pm

My only major complaint - the use of DLC Exclusive content. I won't even read the reviews or give the "Dead Money" DLC the time of day - it is dead to me! Quite honestly this is the only major thing I find with the game "Overall".

The lack of testing done using the Steam client/cloud system was the source of my day-1 nightmare of lost saves, this not a "design" choice with the product, but rather lack of foresight on using the new Steam stuff.

Thats it! I think they did a fantastic job on this game!
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Vahpie
 
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Post » Tue May 10, 2011 7:49 pm

I actually made a PC Home in GECK that has a stove that works like a campfire.
However, I guess without gas, stoves don't work. So not being able to use stoves is actually kind of realistic.

It's a nuclear powered electric stove.
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Kyra
 
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